mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-29 22:57:00 +00:00
270202d24f
* injected BlueprintAssets are now reusing existing asset scan boilerplate (wip) * added back per blueprint assets * experimenting with how to export all vs local only assets * renamed (finally) export main scenes * found issue with scene serialization (hellooo collections !), working on fix
170 lines
9.1 KiB
Python
170 lines
9.1 KiB
Python
import os
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import json
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import bpy
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from .asset_helpers import does_asset_exist, get_user_assets, get_user_assets_as_list
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def scan_assets(scene, blueprints_data, settings):
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project_root_path = getattr(settings, "project_root_path")
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export_output_folder = getattr(settings,"export_output_folder")
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levels_path = getattr(settings,"levels_path")
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blueprints_path = getattr(settings, "blueprints_path")
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export_gltf_extension = getattr(settings, "export_gltf_extension")
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relative_blueprints_path = os.path.relpath(blueprints_path, project_root_path)
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blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_main_scene.get(scene.name, None)
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blueprint_assets_list = []
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if blueprint_instance_names_for_scene:
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for blueprint_name in blueprint_instance_names_for_scene:
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blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
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if blueprint is not None:
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#print("BLUEPRINT", blueprint)
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blueprint_exported_path = None
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if blueprint.local:
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blueprint_exported_path = os.path.join(relative_blueprints_path, f"{blueprint.name}{export_gltf_extension}")
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else:
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# get the injected path of the external blueprints
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blueprint_exported_path = blueprint.collection['Export_path'] if 'Export_path' in blueprint.collection else None
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if blueprint_exported_path is not None:
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blueprint_assets_list.append({"name": blueprint.name, "path": blueprint_exported_path})
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# fetch images/textures
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# see https://blender.stackexchange.com/questions/139859/how-to-get-absolute-file-path-for-linked-texture-image
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textures = []
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for ob in bpy.data.objects:
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if ob.type == "MESH":
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for mat_slot in ob.material_slots:
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if mat_slot.material:
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if mat_slot.material.node_tree:
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textures.extend([x.image.filepath for x in mat_slot.material.node_tree.nodes if x.type=='TEX_IMAGE'])
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print("textures", textures)
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assets_list_name = f"assets_{scene.name}"
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assets_list_data = {"blueprints": json.dumps(blueprint_assets_list), "sounds":[], "images":[]}
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#print("blueprint assets", blueprint_assets_list)
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def get_userTextures():
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# TODO: limit this to the ones actually in use
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# fetch images/textures
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# see https://blender.stackexchange.com/questions/139859/how-to-get-absolute-file-path-for-linked-texture-image
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textures = []
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for ob in bpy.data.objects:
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if ob.type == "MESH":
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for mat_slot in ob.material_slots:
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if mat_slot.material:
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if mat_slot.material.node_tree:
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textures.extend([x.image.filepath for x in mat_slot.material.node_tree.nodes if x.type=='TEX_IMAGE'])
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print("textures", textures)
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def get_blueprint_assets_tree(blueprint, blueprints_data, parent, settings):
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blueprints_path = getattr(settings, "blueprints_path")
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export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
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assets_list = []
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for blueprint_name in blueprint.nested_blueprints:
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child_blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
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if child_blueprint:
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blueprint_exported_path = None
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if blueprint.local:
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blueprint_exported_path = os.path.join(blueprints_path, f"{child_blueprint.name}{export_gltf_extension}")
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else:
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# get the injected path of the external blueprints
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blueprint_exported_path = child_blueprint.collection['export_path'] if 'export_path' in child_blueprint.collection else None
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if blueprint_exported_path is not None:
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assets_list.append({"name": child_blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "generated": True,"internal":blueprint.local, "parent": blueprint.name})
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# and add sub stuff
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sub_assets_lists = get_blueprint_assets_tree(child_blueprint, blueprints_data, parent=child_blueprint.name, settings=settings)
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assets_list += sub_assets_lists
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direct_assets = get_user_assets_as_list(blueprint.collection)
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for asset in direct_assets:
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asset["parent"] = parent
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asset["internal"] = blueprint.local
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assets_list += direct_assets
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return assets_list
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def get_main_scene_assets_tree(main_scene, blueprints_data, settings):
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blueprints_path = getattr(settings, "blueprints_path")
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export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
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blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_main_scene.get(main_scene.name, None)
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assets_list = get_user_assets_as_list(main_scene)
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if blueprint_instance_names_for_scene:
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for blueprint_name in blueprint_instance_names_for_scene:
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blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
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if blueprint is not None:
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blueprint_exported_path = None
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if blueprint.local:
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blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
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else:
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# get the injected path of the external blueprints
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blueprint_exported_path = blueprint.collection['export_path'] if 'export_path' in blueprint.collection else None
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if blueprint_exported_path is not None and not does_asset_exist(assets_list, blueprint_exported_path):
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assets_list.append({"name": blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "generated": True, "internal":blueprint.local, "parent": None})
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assets_list += get_blueprint_assets_tree(blueprint, blueprints_data, parent=blueprint.name, settings=settings)
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print("TOTAL ASSETS", assets_list)
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# FIXME: do not do it here !!
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scene = bpy.data.scenes[main_scene.name]
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scene.generated_assets.clear()
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for asset in assets_list:
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if asset.get("generated", False):
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added_asset = scene.generated_assets.add()
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added_asset.name = asset["name"]
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added_asset.path = asset["path"]
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return assets_list
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# same as the above, withouth the clutter below : TODO: unify
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def get_main_scene_assets_tree2(main_scene, blueprints_data, settings):
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blueprints_path = getattr(settings, "blueprints_path")
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export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
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blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_main_scene.get(main_scene.name, None)
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assets_list = get_user_assets_as_list(main_scene)
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if blueprint_instance_names_for_scene:
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for blueprint_name in blueprint_instance_names_for_scene:
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blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
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if blueprint is not None:
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blueprint_exported_path = None
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if blueprint.local:
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blueprint_exported_path = os.path.join(blueprints_path, f"{blueprint.name}{export_gltf_extension}")
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else:
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# get the injected path of the external blueprints
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blueprint_exported_path = blueprint.collection['export_path'] if 'export_path' in blueprint.collection else None
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if blueprint_exported_path is not None and not does_asset_exist(assets_list, blueprint_exported_path):
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assets_list.append({"name": blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "generated": True, "internal":blueprint.local, "parent": None})
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assets_list += get_blueprint_assets_tree(blueprint, blueprints_data, parent=blueprint.name, settings=settings)
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return assets_list
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def get_blueprint_asset_tree(blueprint, blueprints_data, settings):
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blueprints_path = getattr(settings, "blueprints_path")
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export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
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assets_list = get_user_assets_as_list(blueprint.collection)
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for blueprint_name in blueprint.nested_blueprints:
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sub_blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
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if sub_blueprint is not None:
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sub_blueprint_exported_path = None
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if sub_blueprint.local:
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sub_blueprint_exported_path = os.path.join(blueprints_path, f"{sub_blueprint.name}{export_gltf_extension}")
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else:
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# get the injected path of the external blueprints
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sub_blueprint_exported_path = sub_blueprint.collection['export_path'] if 'export_path' in sub_blueprint.collection else None
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if sub_blueprint_exported_path is not None and not does_asset_exist(assets_list, sub_blueprint_exported_path):
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assets_list.append({"name": sub_blueprint.name, "path": sub_blueprint_exported_path, "type": "MODEL", "generated": True, "internal": sub_blueprint.local, "parent": None})
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assets_list += get_blueprint_assets_tree(sub_blueprint, blueprints_data, parent=sub_blueprint.name, settings=settings)
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return assets_list
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